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Motion Matching for Unity

Motion Matching for Unity<div class="post-tags single-post-tags"><span class="custom-tag">Original Unity version: 2021.3.45</span><span class="asset-version-tag">Asset Version: 2.3.0</span></div>
Categories Animation

Motion Matching for Unity

front page Motion Matching for Unity

Motion Matching for Unity (MxM) is an advanced alternative animation system to mecanim which enables fluid and responsive character animation without the need for state machines.

What is Motion Matching

Motion Matching for Unity (MxM) is an alternative animation system to mecanim which enables fluid and responsive animation without the need of a state machine. There is no need to specify transitions, define conditions or keep track of complex animation logic. Motion Matching takes care of most of that for you resulting in unlimited starts, stops, plants and turns.

Motion Matching achieves this by comparing the pose of the character and desired future trajectory (from player input) to all animations in your library. The system will pick the most appropriate time and clip to jump to. This all happens with lightning speed as it is implemented with Unity’s new job system and burst compiler.

Who is it for?

MxM is not a plug and play asset. You need to understand basic scripting in Unity as an absolute minimum. However, strong programmers will make the most out of this asset. Intermediate level experience with Unity and programming in C# is recommended.

MxM supports cut clips but mocap users and studios with high animation bandwidth will reap greater benefits from this asset.

Platforms – While MxM may work on mobile devices, mobile platforms are not yet actively supported

Dependencies – MxM requires a number of Unity packages from the package manager to work (e.g. Jobs). Some of these may be preview packages. However, these packages all behave in a stable manner with MxM. Please read the quick start guide for details.

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